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Giant Plasm

by Jamie Baty

IM1 39, RC 200
Large Elemental (Air, Earth, Fire or Water)
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly* 10 ft. (average), burrow** 5 ft. (1 square), swim*** 10 ft. (2 squares)
Armour Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +9/+20
Attack: Claw +16 melee (3d6 +7)
Full Attack: 2 Claw +16 melee (3d6 +7)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Elemental cloud
Special Qualities: Damage reduction 15/epic, darkvision 60ft., elemental feeding, elemental traits, immunity to non-magical weapons, planar drain
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 24, Dex 10, Con 19, Int 8, Wis 8, Cha 6
Skills: Hide -4****, Listen +8, Spot +9
Feats: Alertness, Cleave, Improved Critical, Power Attack, Weapon Focus (Claw)
Environment: Ethereal or Associated Elemental Plane
Organisation: Solitary, Pair, or Gang (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -
* - Air Plasms only.
** - Earth Plasms only.
*** - Water Plasms only.

Giant plasms look like their smaller relatives, except they are about 12' tall. Other than the size difference, they differ very little from normal plasms.
On the Elemental Planes, numerous normal plasms willally with giant plasms to cause more chaos and destruction at the expense of normal elementals.

Combat
Giant plasms are even more foul-tempered than their smaller relatives, attacking just about anything it sees.

Elemental Cloud (Su): Once every 10 minutes, a giant plasm may sacrifice 10 hp to create an elemental cloud based on its type (air- electricity, earth- acid, fire- fire, water- cold/ice). This cloud causes 20 hp damage per round to all creatures within a 30ft radius of the plasm (Fortitude save vs DC 20, Con based, for half damage). The cloud lasts for 1d6 rounds and does not move.

Damage Reduction (Su): A giant plasm has damage reduction of 15/epic.

Elemental Feeding (Su): Giant plasms gain strength and healing from the plasm's associated elements and spells related to the elements. Every round a giant plasm feeds on its element, it regenerates 1 hp.
In addition, if the giant plasm is hit by a spell with the same descriptor as its elemental subtype (i.e. a fire plasm hit with a fireball), it gains HD equal to the caster's level. The plasm gains all of the benefits of the new HD (they don't change the plasm's size). These new HD last for 3d6 rounds, and any damage inflicted to the plasm is subtracted from the temporary HD first.

Immunity to Non-Magical Weapons (Ex): A giant plasm takes no damage from non-magical weapons. They may still be damaged by non-magical natural attacks, and by magical weapons (subject to damage reduction.)

Planar Drain (Ex): A giant plasm not on the Ethereal Plane or it associated elemental plane loses 1 HD per round until it vanishes.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals do not eat, sleep, or breathe.

Elemental Subtypes: Giant plasms have all of the qualities of their associated elemental subtype.

Skills: **** Giant air plasms have a +10 racial bonus to all Hide skill checks. This increases to +20 if the giant air plasm is not moving.